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2025-04-29 13:39:02 -05:00

13 lines
251 B
GLSL

attribute vec3 a_Position;
attribute vec2 a_TexCoord;
uniform mat4 g_ModelViewProjectionMatrix;
varying vec2 g_TexCoord;
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
g_TexCoord = a_TexCoord;
}